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Volibear Patch Preview: Gameplay Changes

Welcome to the League of Legends Patch Preview, summoners! This edition of the Patch Preview is short but important, as multiple major changes are inside! Sivir is getting a remake, the jungle is receiving a significant update, and were making a number of changes that should change your priorities in lane. To get a forward look into the next gameplay update, take a look at the Patch Preview!

Because when a dodge happens, you make the attacker feel lame, and the defender tends not to notice... While when a crit happens, the attacker notices, and the defender tends to only notice when it is a chain crit.

A better way of thinking about this is -- I know a lot of times when a teammate has talked about a lucky crit, but the only time I hear about a lucky dodge is when someone barely survives a gank on the enemy team (and it's my jungler or teammate complaining about the dodge -- I tend to play tanks and AP).

That's why we don't like dodge, but do like crit.

Wait, I'm sorry Zileas but aren't both situations lame? As an attacker i basically want to always crit and never be dodged and the vice versa for defending. But i always feel like any random event is undeserved and generally takes no skill unless its tied to a champs ability (example: Ashe or Panth). I think you should just remove rng items entirely. Don't crit and dodge basically define "power without gameplay" ? If anything I think both stats are equally annoying; I'd rather always deal and receive consistent damage.

Existing crit items should/could be changed to have an active where they temporarily give increased ad or armor pen.

The changes in this patch in an overall sense DECREASED the ability and mechanics a player must learn and know by playing and practicing with the updates making harass/aggression/jungling easier. You're hoping to try jungling now that it's easier? What kind of point does that emphasize to the majority who took the time learning through the path that wasn't even incredibly hard to begin with. The fact that you would have to grind to become wary and have the accessibility to the option of jungling was in fact a driving force for new players especially.

Minions were such an important factor for the act of aggression and harass, and was a key reason for smart players to push at a decent speed and know when to poke at the enemy assessing the number of minions that are alongside them. Obviously we have not seen all of these changes and have not had the time to 'adapt,' but most of these were unnecessary changes to begin with.

Jungle, yes we can see beginners and lower levels wanted a chance.
Health pots, I guess we'll have to see the numbers.
Minions, clearly unnecessary.

Wait... what?
Like seriously... has anyone seen any QQ or anything ever about the jungle being too hard? or the minions and hp pots being overpowered?

Where did these ideas even come from?
Riot... these changes are clearly not in the favor of the community, you can't really say you're a player based company and want to be popular in the competitive scene if you go through with this.

Plus some champions only protection in lane early game are the minions...
Are you just encouraging more tanky DPS players?

Wait... what?
Like seriously... has anyone seen any QQ or anything ever about the jungle being too hard? or the minions and hp pots being overpowered.

Where did these ideas even come from?
Riot... these changes are clearly not in the favor of the community, you can't really say you're a player based company and want to be popular in the competitive scene if you go through with this.

Plus some champions only protection in lane early game are the minions...
Are you just encouraging more tanky DPS players?

TL;DR
THIS PATCH MAKES ME SAD.

Well, they were using Nasus, Udyr, and Jarvan in the preview, maybe they are wanting Tanky DPS back. (People don't play them much anymore at all unless they go pure tank.)